Remove completed TODOs
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@@ -200,9 +200,6 @@ public class LodRenderer
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colorArray[i + (j * numbOfBoxesWide)] = c;
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}
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// TODO increase the size of the middle when the user is high up
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// this is to prevent the LODs from overlapping with the terrain
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// skip the middle
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// (As the player moves some chunks will overlap or be missing,
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// this is just how chunk loading/unloading works. This can hopefully
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@@ -258,9 +255,6 @@ public class LodRenderer
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GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
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GL11.glEnable(GL11.GL_BLEND);
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// TODO when the user is high up increase the distance the fog starts and ends;
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// this is used in conjunction with the increased middle skip area
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// to prevent the LODs from overlapping the normal terrain
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setupFog(FogDistanceMode.NEAR, ofConfig.getFogType());
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@@ -299,8 +293,6 @@ public class LodRenderer
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GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_FILL);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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// TODO re-set the modelview matrix
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// This is about how long this whole process should take
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// 16 ms = 60 hz
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@SuppressWarnings("unused")
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@@ -330,12 +322,6 @@ public class LodRenderer
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// only continue if we can get the FOV
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if (ofConfig.fovMethod != null)
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{
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// TODO
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// 0.05f is the clipping plane originally used,
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// this or the VIEW_DISTANCE_MULTIPLIER
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// might need to be changed to prevent z-fighting
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// when zoomed in
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// 0.05f
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Project.gluPerspective(ofConfig.getFov(mc, partialTicks, true), (float) mc.displayWidth / (float) mc.displayHeight, 0.05f, farPlaneDistance * VIEW_DISTANCE_MULTIPLIER);
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return true;
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}
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